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The design process of Over the Edge add on

Over the Edge add on is a systemic add on to one of our existing project built in Unity aimed to enhance the player's experience by spicing up the already existing mechanics.

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Role in OTE:                                   Programmer / Designer

Engine:                                           Unity2D

Team size:                                       2
Language:                                      C#

Main contributions to OTE:          Weather system / rapid prototyping

OTEDemo.gif

Weather showcase of Over the Edge

Origins

Over the Edge was an old group project where we decided to enhance its gameplay. Due to the lack of time to experiment with different mechanics, we decided to try a systemic approach to allow us to use its current mechanics with add on to create an entirely new experience.

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This portfolio will cover my contributions and its process in this project.

Weather system

The rules of the system

We implemented a weather system that changed the player's experience through a play with physics and timing. Unity physics was used to implement most of the interactions.

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We made sure each interactable of a category generally follow a rule in each season, which meant they are affected the same way. This allows the player to learn the system easily.

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Physics

One of the existing mechanics we decided to spice up was the use of physics for actions such as movement and jumping.

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We implemented some of our own physics to help us easily adjust the variables to suit the needs of each weather. Other than that we used Unity's built in physics.

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Friction

  • By adjusting the slippery value of the floor based on the weather, we

      are able to recreated different feelings for different weathers.

  • This affected the rainy and snowy weathers where all movable objects

      will slide when moving.

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Constant force

  • We were able to create a feeling of a fan blowing at the characters from

      one direction by constantly changing the force value that each movable

      object is being subjected to.

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Sliding.gif
wimdy.gif

Character and box sliding due to slippery floor

Both movables (player and box) are being blown back by the wind.

Post Mortem

Project takeaways 

Pointers I learnt from this project which I will take note of in future projects.

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Consistency

 

An important thing I learnt in system design is that the interactions between objects

and systems must stay consistent.

  • If each object of the same category reacts differently to the system

    • It keeps the players guessing what a new interactable reacts to the system.

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Easily recognizable interactable

  • Not only the interactions have to consistent, the type of interactable must be

       easily recognizable by the player.

  • Reduces player's cognitive load through the use of heuristics when encountering

       interactable objects. Example being when everything is frozen the player should

       automatically know how to overcome them.

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Simplicity

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Not everything has to be complex to be a good mechanic

  • The main objective is to craft an enjoyable experience for the player to engage in.

    • No point making too many complex mechanics that takes the player a long time

              to learn.​

  • Something as simple as freezing up an interactable already forces the player to

       change their plans when they were to encounter them.

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Windy.gif

Consistency where all interactable with doors will be closed by the wind.

frosty.gif

Player breaking the ice off interactable objects.

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